2D Escape help

M

Monq

Guest
Hi iv'e played a game on battlenet that i liked alot it's called "Platform ecsape".
The game was viewed like this picture

*You can only walk on the brown brick, and you die on lava
*Arrow key movement
Right arrow - move forward
Left arrow - move backward
Up arrow - jump

i tryed to open the map but it's locked so i gave the map to a friend and he gave me these codes that i can understand :confused:
Code:
function Trig_Initialization_Func1 takes nothing returns nothing
    call CreateFogModifierRectBJ( true, GetEnumPlayer(), FOG_OF_WAR_VISIBLE, GetPlayableMapRect() )
endfunction

function Trig_Initialization_Func2 takes nothing returns nothing
    call FogModifierStart( GetLastCreatedFogModifier() )
endfunction

function Trig_Initialization_Func3 takes nothing returns nothing
    call CameraSetupApplyForPlayer( true, gg_cam_Camera_001, GetEnumPlayer(), 0 )
endfunction

function Trig_Initialization_Actions takes nothing returns nothing
    call DisplayTextToForce(GetPlayersAll(), "===============")
    call DisplayTextToForce(GetPlayersAll(), ( "Continues: " + I2S(udg_continues) ) )
    call DisplayTextToForce(GetPlayersAll(), "===============")
    call StopMusicBJ( false )
    call EndThematicMusicBJ(  )
    call PlaySoundBJ( gg_snd_12922_newgrounds_jermai_0001 )
    //boss1
    call SetUnitFacingTimed( gg_unit_n000_0175, 270.00, 0.10 )
    call SetUnitAnimation( gg_unit_n000_0175, "death" )
    set udg_BOSShps[1] = 5
    set udg_BOSShps[2] = 8
    set udg_BOSShps[3] = 7
    set udg_checkpointregion = gg_rct_Rect_000
    //endboss1
    call CreateTextTagLocBJ( "TRIGSTR_048", GetRectCenter(gg_rct_Rect_487), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_047", GetRectCenter(gg_rct_Rect_485), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_046", GetRectCenter(gg_rct_Rect_484), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_045", GetRectCenter(gg_rct_Rect_483), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_044", GetRectCenter(gg_rct_Rect_482), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_043", GetRectCenter(gg_rct_Rect_481), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_027", GetRectCenter(gg_rct_Rect_480), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_041", GetRectCenter(gg_rct_Rect_479), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_040", GetRectCenter(gg_rct_Rect_478), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_039", GetRectCenter(gg_rct_Rect_477), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_038", GetRectCenter(gg_rct_Rect_476), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "Bonus!", GetRectCenter(gg_rct_Rect_475), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_035", GetRectCenter(gg_rct_Rect_473), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "Round Tiles Will Make You Jump High", GetRectCenter(gg_rct_Rect_471), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_032", GetRectCenter(gg_rct_Rect_470_Copy), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_030", GetRectCenter(gg_rct_Rect_468), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_028", GetRectCenter(gg_rct_Rect_466), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "TRIGSTR_029", GetRectCenter(gg_rct_Rect_467), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "...???", GetRectCenter(gg_rct_Rect_474), 0, 10, 100, 100, 100, 0 )
    call CreateTextTagLocBJ( "Another Bonus!", GetRectCenter(gg_rct_Rect_015), 0, 10, 100, 100, 100, 0 )
    set udg_Units[1] = gg_unit_ewsp_0000
    set udg_Units[2] = gg_unit_ewsp_0013
    set udg_Units[3] = gg_unit_ewsp_0014
    set udg_Units[4] = gg_unit_ewsp_0015
    set udg_Units[5] = gg_unit_ewsp_0016
    set udg_Units[6] = gg_unit_ewsp_0017
    set udg_Units[7] = gg_unit_ewsp_0018
    set udg_Units[8] = gg_unit_ewsp_0019
    set udg_Units[9] = gg_unit_ewsp_0020
    set udg_Units[10] = gg_unit_ewsp_0021
    set udg_gravitytrigger[1] = gg_trg_gravity
    set udg_gravitytrigger[2] = gg_trg_gravity_Copy
    set udg_gravitytrigger[3] = gg_trg_gravity_Copy_2
    set udg_gravitytrigger[4] = gg_trg_gravity_Copy_3
    set udg_gravitytrigger[5] = gg_trg_gravity_Copy_4
    set udg_gravitytrigger[6] = gg_trg_gravity_Copy_5
    set udg_gravitytrigger[7] = gg_trg_gravity_Copy_6
    set udg_gravitytrigger[8] = gg_trg_gravity_Copy_7
    set udg_gravitytrigger[9] = gg_trg_gravity_Copy_8
    set udg_gravitytrigger[10] = gg_trg_gravity_Copy_9
    set udg_deathtrigger[1] = gg_trg_deathcheck
    set udg_deathtrigger[2] = gg_trg_deathcheck_Copy
    set udg_deathtrigger[3] = gg_trg_deathcheck_Copy_2
    set udg_deathtrigger[4] = gg_trg_deathcheck_Copy_3
    set udg_deathtrigger[5] = gg_trg_deathcheck_Copy_4
    set udg_deathtrigger[6] = gg_trg_deathcheck_Copy_5
    set udg_deathtrigger[7] = gg_trg_deathcheck_Copy_6
    set udg_deathtrigger[8] = gg_trg_deathcheck_Copy_7
    set udg_deathtrigger[9] = gg_trg_deathcheck_Copy_8
    set udg_deathtrigger[10] = gg_trg_deathcheck_Copy_9
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 10
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_CameraDistance[GetForLoopIndexA()] = 2200.00
        set udg_cameraAngle[GetForLoopIndexA()] = 90.00
        set udg_gravity[GetForLoopIndexA()] = 0.50
        set udg_vspeed[GetForLoopIndexA()] = -5.00
        call SetCameraTargetControllerNoZForPlayer( Player(GetForLoopIndexA()-1),udg_Units[GetForLoopIndexA()], 0, 0, false )
        if (GetPlayerSlotState(Player(GetForLoopIndexA()-1)) == PLAYER_SLOT_STATE_PLAYING) then
            set udg_playercount = udg_playercount + 1
            call EnableTrigger(udg_gravitytrigger[GetForLoopIndexA()])
        else
            call DisableTrigger(udg_deathtrigger[GetForLoopIndexA()])
            call KillUnit(udg_Units[GetForLoopIndexA()])
        endif
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    call ForForce(GetPlayersAll(),function Trig_Initialization_Func1)
    call ForForce(GetPlayersAll(),function Trig_Initialization_Func2)
    call ForForce(GetPlayersAll(),function Trig_Initialization_Func3)
endfunction

//===========================================================================
function InitTrig_Initialization takes nothing returns nothing
    set gg_trg_Initialization = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Initialization, function Trig_Initialization_Actions )
endfunction
It's more but the post will be so large if i paste all :)

All the codes is in this unlocked map attached on this thread
hope that some one can help me whit this one :)
 

Attachments

  • Platform Escape 1.3.w3m
    221 KB · Views: 92

Romek

Super Moderator
Reaction score
963
Deprotecting is not supported here.
What do you even want to do with the map once you get it?

Oh and look at This.
 
M

Monq

Guest
That version of the game is not deprotected..... the version that ive played at battle net was protected!
 

Romek

Super Moderator
Reaction score
963
I'm surprised this hasn't been locked yet.
Your friend deprotected this map.

The original was protected. Protection is there to stop noobs editing a map.
 
M

Monq

Guest
This version was not protected.
all the new one's r
Im not after to modify this game i whanna know the triggers for the arrow movement and the other stuff.
 

Romek

Super Moderator
Reaction score
963
This version was not protected.
all the new one's r
Im not after to modify this game i whanna know the triggers for the arrow movement and the other stuff.
Not the impression I got from this:
i tryed to open the map but it's locked so i gave the map to a friend and he gave me these codes that i can understand

Look in the "press" folder. There are 2 movement triggers there.
 
M

Monq

Guest
do you mean this?
Code:
function Trig_left_press_Actions takes nothing returns nothing
    local real x
    local real y
    local integer i = GetConvertedPlayerId(GetTriggerPlayer())
    local unit u = udg_Units[i]
    set udg_leftalways[i] = true
    if (udg_right[i] == false and udg_amidead[i] == false and udg_inbarrel[i] == false) then
        set udg_left[i] = true
        set udg_hpoint[i] = ( udg_hpoint[i] - 8.00 )
        set x = GetUnitX(u) + udg_hspeed[1] + udg_hpoint[1]
        set y = GetUnitY(u)
        if (udg_hpoint[i] != 0.00) then
            if (GetTerrainType(x,y) != 'Yblm') then
                call SetUnitPosition(u,x,y)
            endif
        endif
    endif
endfunction
 

Romek

Super Moderator
Reaction score
963
Yeah.
Also, put that picture into a spoiler.
Or just remove it altogether.

It's useless and it's stretching the page.
 
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